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ANALISIS BIBLIOMETRIK KEAMANAN PERUSAHAAN PENJUALAN ONLINE UNTUK MENCEGAH TERJADINYA KEJAHATAN SIBER Adriansyah, Rizky Adin; Anugrah, Aldof Faris
Jurnal Sistem Informasi dan Informatika (Simika) Vol 7 No 2 (2024): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v7i2.3185

Abstract

The present study conducts a comprehensive bibliometric analysis of the research landscape related to cybersecurity, cybercrime, and online sales companies. Utilizing Vosviewer, the analysis encompasses a wide array of publications, including authors, organizations, countries, keywords, and information sources. The primary objective is to identify the prominent trends, key contributors, and major research themes in the field. By shedding light on the evolving landscape of cybersecurity and cybercrime in the context of online sales companies, the study's goal is to provide helpful insights for researchers and practitioners. Furthermore, the analysis seeks to highlight the prevalence of cybercrime in online sales companies and explore the various dimensions of cybersecurity. The findings of this study are expected to not only contribute to the existing body of knowledge but also to guide future research endeavors and policy formulations in the domain of cybersecurity and cybercrime within online sales companies.
PENGISIAN BAHAN BAKAR SELF-SERVICE DENGAN PEMBAYARAN NON TUNAI MELALUI ANIMASI 3D BLENDER Adriansyah, Rizky Adin; Mardiana, Ardi
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study focuses on the development of a 3D animation as an educational medium for the selfservice fuel filling system integrated with cashless payment methods at gas stations. The research was motivated by the limited adoption of self-service systems in Indonesia and the increasing need for safe, convenient, and contactless transactions, especially after the COVID-19 pandemic. The study employed the Multimedia Development Life Cycle (MDLC) method consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. The testing phase was carried out in two stages: Black box Testing to evaluate functionality and usability testing with 40 respondents using a questionnaire. The results showed that the developed animation achieved user satisfaction levels of 76.75% for ease of understanding, 75.00% for cashless payment integration, and 82.50% for effectiveness as an educational tool, with an overall average of 77.84%. These findings indicate that the 3D animation is feasible and effective as a learning medium to improve user understanding of self-service fuel filling with cashless payment at gas stations.